Conditional access to areas in a video game

ABSTRACT

A video game includes conditional access to areas of the game. An area may be unlocked when particular game characters are at an entrance to the area. An area may be unlocked for a particular character, for all characters, or for categories of characters. Categories of characters may include characters of a particular type, characters of a particular skill level, characters controlled by a particular game player, and characters previously played in the video game.

BACKGROUND OF THE INVENTION

The present invention relates generally to video games, and moreparticularly to controlling access to areas in a video game.

Video games provide enjoyment for many. Video games allow game playersto participate in a variety of simulated activities, including thosethat the game players may not be able or desire to experience directly,whether due to cost, danger, or equipment concerns, or simply due to theactivity or its surroundings being in the realm of fantasy.

Video games may provide many virtual areas that virtual characters underthe control of game players may access. Some of the virtual areas mayrequire the game character to perform particular actions. In amulticharacter or a cooperative multiplayer game, however, repetitivelyrequiring different game characters to perform the game particularactions may detract from game play enjoyment.

BRIEF SUMMARY OF THE INVENTION

In aspects the invention provides conditional access to areas of a videogame.

Another aspect of the invention provides a computer implemented methodfor use in providing a video game, comprising: determining whether anarea of the video game should be unlocked; when the area of the videogame should be unlocked, determining at least one game character forwhich the area of the video game should be unlocked; and unlocking thearea of the video game to the determined at least one game character.

Another aspect of the invention provides a non-transitorymachine-readable medium for a video game, the machine-readable mediumcomprising program instructions for: determining whether an area of thevideo game should be unlocked; determining an extent of unlocking forthe area of the video game when the area of the video game should beunlocked; and unlocking the area of the video game to the determinedextent.

These and other aspects of the invention are more fully comprehendedupon study of this disclosure.

BRIEF DESCRIPTION OF THE FIGURES

FIG. 1 is an example of a video game system in accordance with aspectsof the invention;

FIG. 2 is an example block diagram of video game console in accordancewith aspects of the invention;

FIG. 3 is a diagram of areas in a video game in accordance with aspectsof the invention;

FIG. 4 is a flowchart of a process for determining if a game area shouldbe accessible to game characters, and which game characters, inaccordance with aspects of the invention; and

FIG. 5 is a flowchart of a process for conditionally unlocking access toan area of a video game in accordance with aspects of the invention.

DETAILED DESCRIPTION

FIG. 1 is an example of a video game system in accordance with aspectsof the invention. The video game system includes a video game console111 with a processor for executing program instructions providing forgame play, user input devices such as a video game controller 115, adisplay device 123, and a reader 143. The processor, responsive toinputs from the user input devices and in some embodiments the reader,generally commands display on the display device of game characters inand interacting with a virtual world of game play and possibly eachother.

The instructions providing for game play are generally stored onremovable media, for example an optical disk. Accordingly, the gameconsole may include an optical drive, for example a DVD-ROM drive, forreading the instructions for game play. In some embodiments, the gameconsole may be instead a personal computer, or a notebook or netbookcomputer, including, in some instances, a built-in display and built-inor attached user input devices.

The display device is generally coupled to the game console by a cable,although in some embodiments a wireless connection may be used. In manyembodiments, the display device is a liquid crystal display. In someembodiments, the display device is a television. A display screen 131 ofthe display device displays video images of game play, generally ascommanded by the processor or other associated circuitry of the gameconsole. In the embodiment of FIG. 1, the display screen shows a screenshot of video game play. As illustrated, the screen shot shows a displayof a game character, generally controlled by and animated in accordancewith user inputs, approaching what may be considered a castle.

The reader, in some embodiments and as shown in FIG. 1, has asubstantially flat upper surface for placement of objects thereon. Thereader circuitry detects the presence of a machine readable identifieron or about the reader, with the reader including reader circuitry, forexample RFID reader circuitry, optical recognition circuitry, or otherreader circuitry, processing circuitry in some embodiments, andcommunication transmitter or transceiver circuitry for accomplishingthis task. The processing circuitry may execute instructions accordingto firmware that is also stored in the reader. The processing circuitrymay control operation of the reader circuitry, and also process signalsfrom the RFID reader to determine data to be sent to the game console.The communication transceiver included in the reader sends reader datato the game console. The communication transceiver may send data, forexample as controlled by the processing circuitry.

The toy figure includes a machine-readable identifier, for example aradio frequency identification (RFID) tag or a bar code that may besensed or read by the reader. The machine-readable information mayinclude an identifier identifying the game character. Themachine-readable information allows the reader, or the processor of thegame console, to distinguish one toy figure from other toy figures, andthe machine-readable information may also include information relatingto a variety of aspects of the game character, and, in some embodiments,information about an owner of the toy figure. For example the machinereadable information, which in some embodiments is also writeable, mayinclude information relating to a level of the game character, items inthe game characters possession, items worn by the game character, anowner of the game character, and other matters. In some embodiments eachparticular toy figure may have its own separate identifier, for exampletwo otherwise identical toy figures may each have a unique identifier.In some embodiments, however, identical game objects may have the sameidentifier, and in other embodiments similar game objects may have thesame identifier.

A game player generally places game objects, for example a toy figure145 on the flat surface of the reader during game play. In many casesthe toy figure is in the form of and representative of a game characterof the game, for example the dragon of FIG. 1. When a toy figure isplaced on the reader, the game character represented by the toy figureappears in the game and is added to game play. In most embodiments,while the toy figure is placed on the reader, the game console may,through the receipt of user inputs for example, allow for control of thegame character during game play, with the game console determining gamecharacter actions and resulting game states and commanding display ofgame play reflecting game states on the display, which displays the gameplay.

During game play the game player generally controls the game character,and causes the game character to move about a game defined world,undertaking various adventures and performing various tasks, with gameplay displayed on the display. The game world includes multiple gameareas where the game character may be located. Access to some of theareas may be limited to certain game characters. Passage into game areasmay be allowed or disallowed based on, for example, past actions by thecharacter, a type of the character, or a game player with which thecharacter is associated.

FIG. 2 is an example of a block diagram of a processor and associatedcircuitry, for example for a game console, useful in accordance withaspects of the invention. As shown in FIG. 2 a processor 211 isconnected to other components via a bus. The other components include amain memory 213 and a removable memory interface 215 generally coupledto a removable memory device, for example, a DVD-ROM drive. Theprocessor may execute instructions from the removable memory device tocontrol game play and store game state information in the main memory.For example, the instructions may be for determining possible movements,positions, and locations of the game character.

The processor is coupled to an audio driver 221 and a video driver 223.The audio driver produces sound signals and the video driver producesimage signals. The sound signals and image signals are transmitted fromthe game console via a display I/O device 225. The display I/O devicegenerally supplies the sound and image signals to a display deviceexternal to the game console.

The processor may also be coupled to a user I/O device 217, a wirelesstransceiver 219, an Internet I/O device 227, and other circuitry 229.The user I/O device may receive signals from an RF reader and/or signalsfrom a keyboard, a mouse, and/or a game controller, with generally thekeyboard, mouse, and/or controller being used by a user and providinguser inputs, for example during game play. Alternatively oradditionally, the personal computer may receive user inputs via thewireless transceiver. The Internet I/O device provides a communicationchannel that may be used, for example, for multiple player games.

FIG. 3 is a diagram of areas in a video game in accordance with aspectsof the invention. The video game includes multiple game areas whereplayers may use their game characters. The areas may include differentobjects, challenges, and the like. Passage into the areas is restrictedby entrances that may conditionally allow or disallow a character toenter the area.

The example video game illustrated in FIG. 3 includes a main or initialarea 301. Game characters may generally begin game play in the initialarea. Characters in the initial area may move from the initial area to afirst area 311 by way of a first entrance 312. The first entrance limitspassage to the first area by allowing or disallowing characters to passthrough the entrance. Passage may be allowed based, for example on theidentity of the character, the type of character, or past gameexperiences of the characters. When an entrance allows a character topass into an area, the area is accessible to that character and the areamay be considered unlocked with respect to that character.

Characters may also move from the initial area to a second area 321 byway of a second entrance 322. The second entrance limits passage to thesecond area in a manner similar to that of the first entrance. Thedetermination of whether the entrances allow passage is generallyindependent for each entrance. Additionally, in some embodiments an areamay have multiple entrances and whether the multiple entrances allowpassage may be determined jointly or independently. Similar to passagefrom the first area to the second area by way of the second entrance, acharacter may pass from the second area to a third area 331 by way of athird entrance 332.

Characters may also move to one of two isolated areas 341, 351. Passageto the isolated areas is allowed or disallowed by correspondingentrances 342, 352. Characters may move or locate to the isolated area,for example by helicopter.

FIG. 4 is a flowchart of a process for determining if a game area of agame world of a video game should be accessible to game characters and,if so, which game characters. The process of FIG. 4 may be performed,for example, by the game console of FIG. 1 or the processor, for exampleas configured by program instructions, in conjunction with associatedcircuitry, of FIG. 2.

In block 411 the process determines whether a character of the videogame is in an entrance to an area. A character may be in the entrance tothe area, for example, if the process receives information that acharacter has been read by a reader capable of reading character relatedinformation, for example in embodiments that utilize an RFID reader andtoy figures with RFID transmitters, and game play is located at theentrance. Game play may be located at the entrance, for example, ifdisplay of game play shows the character at or about the entrance. Acharacter may also be in the entrance to the area when the character hasmoved to the entrance, for example as commanded by game player input,provided for example by a game controller, with game play statusindicating that the character is at the entrance. The process returns toblock 411 if a character is not in the entrance to the area; otherwise,if a character is in the entrance to the area, the process continues toblock 413.

In block 413 the process determines whether the character at theentrance to the area is an appropriate character for unlocking access tothe area. It may be appropriate to unlock access depending, for example,on the type of the character, a performance level or game stage of thecharacter, possessions of the character, tasks performed by thecharacter, or combinations thereof. The process returns to block 411 ifthe character at the entrance to the area is not an appropriatecharacter for unlocking access to the area; otherwise, if the characterat the entrance to the area is an appropriate character for unlockingaccess to the area, the process continues to block 415.

In block 415 the process determines a set of characters for whom thearea should be accessible. In various embodiments the set of charactersmay be based on characteristics of the character triggering theunlocking or may be based on status of game play. In some embodimentsthe set of characters is global, in other words all characters. In otherembodiments the set of characters is based on a type of the character ora game level of the character. In other embodiments the set ofcharacters is based on which characters have been played by the gameplayer associated with the character triggering the unlocking. In otherembodiments the set of characters is provided from a source external tothe video game, such as an Internet server. The set of charactersindicates which characters may enter the area.

In block 417 the process unlocks the area for the set of charactersdetermined in block 415. The process may unlock the area by settingstate information, which may be stored for example in memory of the gameconsole, of the game associated with the area being unlocked. Forexample, the process may set attributes of an entrance to the areaindicating which characters are allowed to pass through the entranceinto the area. Additionally, the process may command display, and insome embodiments display a message to a game player indicating whichcharacters may enter the area.

The process thereafter returns.

FIG. 5 is a flowchart of a process for conditionally unlocking access toan area of a video game. The process of FIG. 4 may be performed, forexample, by the game console of FIG. 1 or the processor, for example asconfigured by program instructions, in conjunction with associatedcircuitry, of FIG. 2.

In block 511 the process determines a type of unlocking of access to thearea. In some embodiments only one type of unlocking may be available,and in such embodiments the process may dispense with performing thefunctions of block 511. The type of unlocking may be determined based oncharacteristics of a character triggering the unlocking of the area. Thetype of unlocking may vary with which area is being unlocked and mayvary at different times during game play. For example, the type ofunlocking may be determined using a process as illustrated in FIG. 4.The process continues to block 521 if the type of unlocking is global.The process continues to block 531 if the type of unlocking is characterbased. The process continues to block 541 if the type of unlocking isplayer based. The process continues to block 551 if the type ofunlocking is for specific characters. The process continues to block 561if the type of unlocking is based on an external source.

In block 521 the process unlocks the area for all game characters. Theprocess thereafter returns.

In block 531 the process determines whether character based unlocking isby type or level. The process continues to block 532 if the unlocking isfor characters of a certain type; otherwise, process continues to block533 if the unlocking is for characters of a certain level. In block 532the process unlocks the area for characters types that match the type ofthe character that triggered the unlocking. In some embodiments, thereis a hierarchy of character types, for example as genus and species, andthe unlocking may be for characters of the same genus or of the samespecies. In block 533 the process unlocks the area for characters atlevels at or above a certain level. In other embodiments the area may beunlocked for characters below a certain level. The level may bedetermined, for example, using the level of the character that triggeredthe unlocking or determined based on the area being unlocked. Theprocess thereafter returns.

In block 541 the process determines whether the player based unlockingis for played or unplayed characters. The process continues to block 542if the unlocking is for played characters; otherwise, process continuesto block 543 if the unlocking is for unplayed characters. In block 542the process unlocks the area for characters that the player whosecharacter triggered the unlocking has previously played in the videogame. In block 543 the process unlocks the area for characters that theplayer has not yet played in the video game. In various embodiments thecharacter that triggered the unlocking may be included in or excludedfrom the characters for which the area is unlocked. The processthereafter returns.

In block 551 the process unlocks the area for a subset of gamecharacters. The subset of characters may be based on a commoncharacteristic of the characters, for example characters considered tobe a team, characters present on a reader, or characters that have asame pre-identified characteristic. The process thereafter returns.

In block 561 the process unlocks the area for the character thattriggered the unlocking. In block 562 the process transmits a requestfor additional information about which characters should be included inthe unlocking of the area. The request may be transmitted, for example,to an Internet-connected server that provides information related to thegame or characters in the game. The request may be transmitted, foranother example, to an Internet connected game server that coordinatesgame play between remotely located game players. In block 563 theprocess receives the information requested in block 562. In someembodiments the process may include a timeout if the requestedinformation is not promptly received. The various embodiments theprocess may retransmit the request for information. When the requestedinformation is not received, the process may perform a default action,such as unlocking the area for subset of characters or the process mayreturn. In block 564 the process unlocks the area for the gamecharacters indicated in the information received in block 563. Theinformation may indicate game characters, for example, by specificidentities or characteristics. The process thereafter returns.

The process may, in other embodiments, include additional types ofunlocking or may combine features of the types illustrated in FIG. 5.For example, the process may unlock an area for characters of a certaintype and that have been previously played in the game. Additionally, insome embodiments, game players may trade characters and the processaccordingly may determine whether access to an area changes when acharacter is owned by a different game player. When the area waspreviously unlocked, the process may add characters to the unlocking ormay remove the previous unlocking.

Aspects of the invention provide for animation routines for gamecharacters. Although aspects of the invention have been described withrespect to various specific embodiments, it should be recognized thatthe invention comprises the novel and non-obvious claims supported bythis disclosure.

1. (canceled)
 2. A computer-implemented method for determining whether agame area of a game world should be accessible to game characters,comprising: using a reader with RFID reader circuitry to readmachine-readable information stored in one or more toys, themachine-readable information including information identifyingcorresponding one or more game player controllable video gamecharacters, the reader including a surface for placement of the toys;presenting a game world having one or more areas; determining whether agame player controllable video game character of the one or more gameplayer controllable video game characters is located at or about anentrance to a particular area of the game world, the particular area ofthe game world being one of the one or more areas of the game world; andwhen a game player controllable video game character of the one or moregame player controllable video game characters is located at or aboutthe entrance to the particular area of the game world, determiningwhether the game player controllable video game character being presentat or about the entrance to the particular area of the game world shouldallow passage through the entrance to the particular area of the gameworld, said determining being based at least in part on a determinationthat the game player controllable video game character at or about theentrance to the particular area of the game world is of a particulartype of game character; and allowing passage through said entrance tothe particular game area of the game world for a plurality of gameplayer controllable video game characters if it is determined that thegame player controllable video game character being present at theentrance to the particular area of the game world should allow passagethrough said entrance.
 3. (canceled)
 4. The method of claim 2, whereinthe plurality of game player controllable video game characters allowedpassage through said entrance to the particular game area of the gameworld comprise a set of game player controllable video game characters,and further comprising commanding display of an indication of which gameplayer controllable video game characters are included in the set ofgame player controllable video game characters.
 5. The method of claim2, wherein the plurality of game player controllable video gamecharacters allowed passage through said entrance to the particular gamearea of the game world comprise a set of game player controllable videogame characters, and wherein the set of game player controllable videogame characters is game player controllable video game characters of atype associated with the game player controllable video game characterthat triggers accessibility of the particular area of the game world. 6.The method of claim 2, wherein the plurality of game player controllablevideo game characters allowed passage through said entrance to theparticular game area of the game world comprise a set of game playercontrollable video game characters, and wherein the set of game playercontrollable video game characters is game player controllable videogame characters with a game level at or above a game level of the gameplayer controllable video game character that triggers accessibility ofthe particular area of the game world.
 7. The method of claim 2, whereinthe plurality of game player controllable video game characters allowedpassage through said entrance to the particular game area of the gameworld comprise a set of game player controllable video game characters,and wherein the set of game player controllable video game characters isgame player controllable video game characters that a current gameplayer has played in the video game.
 8. The method of claim 2, whereinthe plurality of game player controllable video game characters allowedpassage through said entrance to the particular game area of the gameworld comprise a set of game player controllable video game characters,and wherein the set of game player controllable video game characters isgame player controllable video game characters that a current gameplayer has not played in the video game.
 9. The method of claim 2,wherein the plurality of game player controllable video game charactersallowed passage through said entrance to the particular game area of thegame world comprise a set of game player controllable video gamecharacters, and wherein the set of game player controllable video gamecharacters is game player controllable video game characters associatedwith toys proximate the reader.
 10. The method of claim 2, wherein theplurality of game player controllable video game characters allowedpassage through said entrance to the particular game area of the gameworld comprise a set of game player controllable video game characters,and further comprising: transmitting a request for additionalinformation about accessibility of the particular area of the gameworld; receiving the additional information; and including game playercontrollable video game characters indicated by the additionalinformation in the set of game player controllable video gamecharacters.
 11. The method of claim 2, wherein the plurality of gameplayer controllable video game characters allowed passage through saidentrance to the particular game area of the game world comprise a set ofgame player controllable video game characters, and wherein the set ofgame player controllable video game characters includes all game playercontrollable video game characters.
 12. The method of claim 2, whereinthe plurality of game player controllable video game characters allowedpassage through said entrance to the particular game area of the gameworld comprise a set of game player controllable video game characters,and wherein the set of game player controllable video game characters isgame player controllable video game characters in a same subset as thegame player controllable video game character at the entrance to thegame area of the game world.
 13. The method of claim 12, wherein thesubset is game player controllable video game characters associated withtoys proximate the reader.
 14. A non-transitory machine-readable mediumfor a video game, the machine-readable medium comprising programinstructions for: reading character information for a game playercontrollable game character from a toy proximate to a reader associatedwith the video game, the reader comprising RFID reader circuitry, thetoy including an RFID tag storing the character information; determiningwhether the game player controllable game character is at an entrance tothe area of the video game; and when the game player controllable gamecharacter is at the entrance to the game area of the video game,determining whether presence of the game player controllable gamecharacter at the entrance to the area of the video game should triggerunlocking of access to the area; and unlocking access to the area of thevideo game for game player controllable game characters of a typeassociated with the game player controllable game player that triggersthe unlocking. 15.-22. (canceled)
 23. The medium of claim 14, whereinthe medium further comprises program instructions for: commandingtransmission of a request for additional information about unlocking thevideo game area, and reading received additional information aboutunlocking the area; and wherein the extent of unlocking is the characterthat triggers the unlocking and characters specified in the receivedadditional information.
 24. The method of claim 2, wherein the pluralityof game player controllable video game characters allowed passagethrough said entrance to the particular game area of the game worldcomprise a set of game player controllable video game characters, andwherein the set of game player controllable video game characters is ateam of game player controllable video game characters.